Description

The Sea Monkees Quest is the main storyline of undersea adventuring. You must search the zones of The Sea Floor to reunite the Sea Monkee family. Once they are rescued, they reside in The Sea Monkees' Castle.

Traversing the Intense Currents

Continue adventuring until you encounter Into the Outpost. You must use Combat Frequency modifiers (negative/noncombat) for this adventure to appear. Obtain the Mer-kin stashbox from the tent corresponding to the Mer-kin that dropped the lockkey. (Ex. If a Mer-kin raider dropped the lockkey, it will be in the skull-bedecked tent).

Obtain a sea lasso from the sea cowboy and train your sea lasso skills by using it on monsters (any undersea monster will do) until you can "expertly" throw the lasso. You will need multiple lassos since they can break. Equipping a sea cowboy hat and/or sea chaps increases the amount of skill you gain from lassoing monsters.

Wear a Mer-kin disguise to access the Deepcity zones. There are two paths to unlock the Mer-kin Temple.

Gladiator path

Gymnasium

Boost +Combat% modifiers and adventure in the Mer-kin Gymnasium until you encounter Ators Gonna Ate and obtain all five pieces of equipment. If you already have the Gladiator disguise and the three weapons from a previous ascension, this zone can be skipped completely.

In the Colosseum, you must win 15 rounds of increasingly tougher combat. Each monster can use special attacks that will make fighting them conventionally much harder if you can't counter them. These special attacks can be countered by equipping one of the Mer-kin weapons and use a special skill based on the bolded word before they execute their special attack:

Each time you use a Mer-kin wordquiz with a Mer-kin cheatsheet in your inventory, your Mer-kin vocabulary skills will increase by 10%. It is not necessary to max out your vocabulary to 100%; a high vocabulary skill will merely speed up your acquisition of phrases in the next stage of the quest.

Use a Mer-kin darkbook to learn Deep Dark Visions (not necessary if the skill has been permed). You will need to boost your Spooky resistance to +9 (+8 for Mysticality classes) or have Spookyform to survive the damage. If you do, one of the messages may contain a phrase.

Adventure in the Mer-kin Library until you encounter the Playing the Catalog Card non-combat adventure. Three of the choices here contain a phrase. Every 10% of Mer-kin vocabulary skill removes one non-phrase choice. At 0% skill there are thirteen choices, and at 100% only the three correct choices remain.

Fill in the correct clues for all 8 choices in the dreadscroll to unlock the Mer-kin Temple and fight Yog-Urt.

You may also guess, if you have not obtained all 8 phrases. Each wrong guess costs you one turn and leaves you with 3n - 1 turns of Deep-Tainted Mind where n is the number of incorrect phrases. Deep-Tainted Mind is an unremoveable effect which gives -50% Mysticality and prevents you from using the dreadscroll again while it's active. Because there are only 4 choices for each phrase, guessing one or two phrases is relatively easy. The number of phrases you can guess is limited only by your willingness to burn off adventures between guesses.

Mer-kin Temple

Defeating Shub-Jigguwatt requires straight-up power. Before the fight, you will receive a debuff that dramatically increases MP costs for spells. In addition, he will remove all your MP and you will take damage based on 1/2 the MP lost. If you deal damage to him with anything other than a regular attack (including damage-dealing effects and familiar attacks) he will use a counter attack that deals increasingly heavier damage every time it's used. He has 3000 HP and 4000 Attack/Defense, and is resistant to all elemental damage.

Crayon shavings are extremely effective against Shub-Jugguwatt, as they severely lower his attack and defense, and because they don't deal damage, they do not trigger his counter attack. Two crayon shavings will lower his attack/defense to a much more managable 1960, and four of them reduce him to a measly 960.

Gremlin juice is also useful for when you can't quite match his level even with debuffs, but deal enough damage to at least defeat him within 30 turns.

Before the fight, you will receive a debuff that limits your base stats to 30, and you will continuously take ~90% of your max HP in damage every turn. Attacking Yog-Urt (including damage-dealing effects and familiar attacks) with this debuff active will trigger an insta-kill counter attack. The debuff wears off after 8 rounds, minus 1 round for each Mer-kin prayerbeads equipped. After that, Yog-Urt is a significantly easier fight, with only 400 Attack/Defense.

To make surviving Yog-Urt easier, lower your max HP to the point where cheap healing items like red pixel potions can restore you to full HP. However, you can only use a specific item in combat only once, as long as the debuff is active.

With 3 prayerbeads equipped, you only have to survive for 5 rounds, which means you need at least 5 different healing items to survive Yog-Urt. You can funksling items to use two at once, but still cannot use any individual item more than once.

Another strategy is to wear 2 prayerbeads and a Mer-kin gutgirdle. If you have a lot of passive max HP increasing skills (like Spirit of Ravioli), the gutgirdle can dramatically lower your max HP. This means you need to go 6 rounds before the debuff is gone, but you may be able to get by with cheaper consumables.

Equip the 6 out of 7 Clothing of Loathing pieces and enter the Mer-kin Temple. This is a separate "third" path, and can be done without any other adventuring in the Deepcity. Notably, though, it cannot be done after you kill Shub-Jigguwatt or Yog-Urt, and you cannot kill either of those two bosses after killing the final boss.

Before the fight, all your buffs will be removed and you will receive an effect that basically reduces the turn limit to 12. The boss is resistant to 5/6 damage types, and which type of damage the boss is not resistant to in a given turn is determined by clues given out in the intro text. How exactly it works is given here and can be calculated on google docs. Once you figure out the boss's vulnerability, the 120 MP Hobopolis elemental spells and possibly Toynado will be enough to defeat it within the 11-round limit.